XProger
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ff313dabd0
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#23 split rooms geometry for alpha-test; warm up shader cache; shader optimizations
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2017-03-10 06:23:18 +03:00 |
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XProger
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d446887003
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#23 shader cache load/save for binary shaders
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2017-03-09 04:40:15 +03:00 |
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XProger
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e57e2e2e9d
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#23 on demand shader compilation, alpha test & clip plane in shader; #15 fix context backbuffer format
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2017-03-07 05:47:15 +03:00 |
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XProger
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4e5e5c7ed9
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#23 cache modules refactoring
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2017-03-07 04:18:52 +03:00 |
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XProger
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139989107c
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#15 android project
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2017-03-07 01:41:11 +03:00 |
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XProger
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6e6ed3b2d0
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#23 uber-shaders
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2017-03-05 23:59:19 +03:00 |
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XProger
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1849874dae
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#3 fix movable blocks distance check
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2017-02-21 11:35:06 +03:00 |
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XProger
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8ffbd2fb19
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#3 fix onwater height and slide into water
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2017-02-20 01:30:45 +03:00 |
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XProger
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c99c2716a5
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#3 fix onwater / waterout bug
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2017-02-20 00:33:08 +03:00 |
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XProger
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57fc3f44f1
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#9 fix listener params for first person view
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2017-02-19 06:32:47 +03:00 |
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XProger
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a7e19b66dd
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#9 sound reverberation
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2017-02-19 05:50:06 +03:00 |
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XProger
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299a6f4f52
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#9 fix static sounds (no free channels message)
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2017-02-17 04:21:13 +03:00 |
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XProger
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d56c2ecab6
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Merge branch 'master' of https://github.com/XProger/OpenLara
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2017-02-17 04:03:43 +03:00 |
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XProger
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f7b8568e44
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#3 fix hang reach state; add hang swing animation
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2017-02-17 04:03:03 +03:00 |
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XProger
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d53e10a878
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#23 fix water shaders for NVIDIA cards
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2017-02-16 21:29:19 +03:00 |
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XProger
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c2aac325b7
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#3 fix align to movable block
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2017-02-16 02:46:54 +03:00 |
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XProger
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d9fce4457d
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#3 underwater acceleration and tilt; #4 new collision detection system for walls (slide and rotate along walls); #8 first person view mode (V key); auto-rotate camera to the back while moving
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2017-02-15 04:11:26 +03:00 |
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XProger
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ab89e08549
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#3 fix frames for stop, ascent, descent animations; #23 fix negate ambient
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2017-02-10 02:28:39 +03:00 |
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XProger
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ce83f7a333
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#23 ponytail
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2017-02-09 07:00:22 +03:00 |
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XProger
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86cf3f8db9
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#23 add bubbles, fix water refraction quality
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2017-02-08 03:40:38 +03:00 |
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XProger
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4c9ea91744
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#23 underwater fog
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2017-02-07 05:46:14 +03:00 |
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XProger
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492cec1b79
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fix playSound(SND_SECRET) crash for PSX levels
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2017-02-06 04:56:14 +03:00 |
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XProger
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831e072943
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#23 water caustics, render target cache
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2017-02-06 04:37:56 +03:00 |
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XProger
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40378ebd20
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#23 fix water for WebGL support
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2017-02-03 07:36:27 +03:00 |
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XProger
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7abd204a5e
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#23 water
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2017-02-03 07:01:13 +03:00 |
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XProger
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38934fb41a
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№23 global IGame interface, variable size of water texture
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2017-02-02 12:27:18 +03:00 |
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XProger
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6ee2aa68cf
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#23 waterCache manager, waterfall drops and splashes; #8 increase view distance to 40 cells;
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2017-01-30 05:53:51 +03:00 |
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XProger
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1a8e61e05e
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#23 water shader, fixed simulation step, caustics
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2017-01-27 02:56:24 +03:00 |
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XProger
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80552ff1b5
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#25 fix VAG decoder sound "clicks"
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2017-01-21 19:06:13 +03:00 |
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XProger
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4d655dc972
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closed #13 pitch & gain support, fix volume value
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2017-01-19 03:50:48 +03:00 |
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XProger
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c187fe5fe0
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#23 test planar water refraction, reflection and caustics
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2017-01-11 11:41:35 +03:00 |
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XProger
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9a39676ef5
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#23 water surface rendering (parallax-corrected cubemaps)
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2017-01-07 01:32:13 +03:00 |
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XProger
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3c1bbcf53a
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#3 fix high jump to hang; #22 fix activation by trigger;
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2017-01-02 03:05:56 +03:00 |
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XProger
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acb31d366e
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#8 PSX cutscenes support
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2016-12-31 02:56:01 +03:00 |
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XProger
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b0e380e064
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#8 remove unused code
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2016-12-30 04:11:05 +03:00 |
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XProger
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3024695438
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#15 fix
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2016-12-30 04:09:30 +03:00 |
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XProger
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ed2329bbcd
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#8 increase cutscene camera lerp threshold
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2016-12-30 04:05:38 +03:00 |
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XProger
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c7f1226295
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#15 Windows reading level and soundtrack name from command line
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2016-12-30 03:33:01 +03:00 |
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XProger
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d52b478e31
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#8 playing cutscenes, #23 hide shadow from back of walls
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2016-12-30 02:29:11 +03:00 |
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XProger
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97b8898cb2
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#8 cutscene animation sequence
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2016-12-29 13:56:57 +03:00 |
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XProger
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5df5ec8a60
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#3 fix hands free effect
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2016-12-29 02:45:47 +03:00 |
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XProger
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297255e3bd
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#3 cutscenes fix, draw weapon animation command
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2016-12-29 02:39:02 +03:00 |
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XProger
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4c41cacef0
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#15 WebGL level selector
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2016-12-29 00:15:15 +03:00 |
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XProger
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687db8a01a
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#16 transform meshes by quaternion & pos instead of matrix
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2016-12-28 01:18:12 +03:00 |
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XProger
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d1bd39abfd
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#23 specular on wet Lara
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2016-12-27 03:32:21 +03:00 |
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XProger
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ec67b2ee79
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#23 considering luminosity in downsample filter
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2016-12-26 05:40:29 +03:00 |
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XProger
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3bb21d5536
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#15 WebGL turn off multisampling
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2016-12-25 16:07:32 +03:00 |
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XProger
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916700fc0f
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#23 ambient cache, shadow attenuation, merge model into one mesh, merge room and static mesh into one mesh (reduce count of DIPs by ~x10 times)
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2016-12-25 16:06:52 +03:00 |
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XProger
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2cd339138b
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#23 environment reflections for crystals (cubemaps)
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2016-12-22 03:37:49 +03:00 |
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XProger
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69e4f8e962
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#16 matrix array in the shader (for entities), do not recalc joints more than one time per Game::render (in multipass case)
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2016-12-22 00:06:13 +03:00 |
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